The Infinity Patrol, like all of Infinity, is specifically chartered by the U.N. Security Council. It has a unified command with an existence independent of any given mission, and so resembles a private security force more than a multinational peacekeeping task force. In practice, the Patrol is a supranational paramilitary agency under Infinity’s control

Centrum, the only human timeline other than Homeline to independently develop parachronic technology; Reich-5, this parallel diverged from Homeline with Hitler Victorious and America destroyed, later discovering the genetic marker for psionic world-jumping; The Cabal, somewhere among the quanta there is an Earth under the shadow of a vast conspiracy of monsters, sorcerers, and psionic masters.

Bleeding: If you are injured, you may continue to lose HP to bleeding. At the end of every minute after being wounded, make a HT roll, at -1 per 5 HP lost. On a failure, you bleed for a loss of 1 HP. On a critical failure, you bleed for 3 HP. On a critical success, the bleeding stops completely. On an ordinary success, you do not bleed this minute, but must continue to roll every minute. If you do not bleed for three consecutive minutes, the bleeding stops for good. Otherwise, you or someone else will need to make a First Aid roll to stop the bleeding. The GM decides which wounds bleed. Cutting, impaling, and piercing wounds usually bleed; crushing wounds generally don’t, but there are always exceptions. Minor burning and corrosion injury does not bleed significantly: the damage sears the flesh, cauterizing the wound and preventing blood loss. However, if such injury causes a major wound, treat it as a bleeding wound, oozing blood plasma until properly treated.

Changing Posture in Armor: Encumbrance level affects the time it takes to perform a Change Posture maneuver. At encumbrance level 0 (None) or 1 (Light), Change Posture takes one second, as usual. At level 2 (Medium), it takes two seconds to change posture, and so on. While you are partway through a posture change, you are considered to be in the old posture.

Dual-Weapon Attacks: If you have at least two hands, you can strike with two hands at once using an Attack maneuver instead of an All-Out Attack (Double) maneuver. Each hand can attack unarmed, with a one-handed melee weapon, or with a pistol. Of course, if your ST is high enough, you can wield a two-handed weapon in one hand. Each attack is at -4 to hit, but you can learn the Dual-Weapon Attack technique to reduce this penalty. You have an extra -4 (total -8) with your “off” hand, unless you have Ambidexterity or learn Off-Hand Weapon Training. Roll to hit separately for each hand. You can attack one target or two, but to strike two foes with melee attacks, they must be adjacent. If you aim both attacks at a single opponent, he defends at -1 against them, as his attention is divided. If you already have multiple attacks, you may “trade” only one of these for a Dual-Weapon Attack. All your remaining attacks must be simple, single-weapon attacks.

Extra Effort in Combat: You can use extra effort in combat. You must declare that you are using extra effort and spend the required FP before you make your attack or defense roll. A critical failure on the roll causes 1 HP of injury to the arm (if blocking, parrying, or attacking with a shield, weapon, or hand) or leg (if dodging or kicking) in addition to the usual critical miss results. DR does not protect you from this damage. You cannot use Flurry of Blows and Mighty Blows at the same time.

Feverish Defense: If you take any maneuver other than All-Out Attack, you can spend 1 FP to get +2 to a single active defense roll. (You can use this bonus to offset the penalty for parrying multiple times with one hand.

Flurry of Blows: If you take an Attack maneuver, you can halve the penalty for Rapid Strike by spending 1 FP per attack.

Mighty Blows: If you take an Attack maneuver in melee combat, you can spend FP to gain the damage bonus of an All-Out Attack (Strong) without sacrificing your defenses. This costs 1 FP per attack.

Flesh Wounds
Immediately after you suffer damage, you may declare that the attack that damaged you (which can include multiple hits, if the foe used rapid fire) was a glancing blow or “just a fleshwound.” This lets you ignore all but 1HP (or FP) of damage, at the cost ofone unspent character point.

Limited Enhancements: You can add a limitation to an enhancement. This restricts the enhancement, reducing its value as an enhancement without directly affecting the underlying ability. Apply the limitation to the percentage value of the enhancement exactly as if it were a point value. This cannot reduce the value of the enhancement below 1/5 normal. Then apply the cheaper enhancement to the cost of the ability. A few limitations require a specific enhancement. Such limitations affect the underlying ability. You cannot use this rule to apply them to just the enhancement.

Influencing Success Rolls: You may spend bonus character points to influence game-world outcomes.

Buying Success: A player can spend bonus character points to alter the outcome of his last success roll. It costs 2 points to turn critical failure into failure, 1 point to convert failure to success, or 2 points to turn success into critical success. Add these costs for multiple shifts (e.g., critical failure to critical success costs 5 points).

Player Guidance: A player can spend bonus character points to specify the game-world effects of a recent success. Whenever he rolls a success (or in a situation that didn’t call for a roll), he may spend 2 points and add a plausible element to the world or scene. A player who rolls a critical success may spend 1 point for the same effect. This replaces any other beneficial effects of the critical success. In addition to being plausible, a suggestion must be acceptable to the GM and the other players. In general, the GM should go along with suggestions that are imaginative, that move the plot forward, or that save a PC’s life. The GM should not approve a suggestion that would short-circuit the plot, contradict a previously established fact, or harm or steal the scene from another PC. In borderline cases, the player and GM can negotiate. The GM should make a note of any element added using this rule, as it becomes a permanent part of the game world.

Modifying Dice + Adds: Accumulated modifiers will sometimes give large damage adds; e.g., 2d6+5. In this case, the GM may rule that any +4 becomes 1d6 and any +7 becomes 2d6. If a modifier is given “per die of damage,” apply it per die of basic thrusting or swinging damage, before you convert adds to dice.

Malfunction: All firearms and grenades have a “malfunction number,” or “Malf.” The weapon will jam, misfire, or otherwise fail to function on any attack roll equal to or greater than its Malf. Malfunction number is a function of tech level: it is 12 at TL3, 14 at TL4, 16 at TL5, and 17 at TL6+. A few weapons might be intrinsically more or less reliable. Weapon quality also affects Malf. Finally, lack of maintenance (especially in dusty or humid conditions) can lower Malf.

Split Tech Level: Societies rarely have the same TL in every field of endeavor; they tend to be advanced in some fields, backward in others. GMs can rate each society for its TL in a few key areas. It is most efficient to list only those TLs that differ from the baseline; e.g., “TL8 (Communications TL7, Medical TL9).” PCs have a personal TL equal to their society’s baseline TL, but the TL of their technological skills matches that of their society in the relevant area.

Wildcard skills: Skills that cover extremely broad categories of ability. The names of these skills end in an exclamation point in order to distinguish them from normal skills; e.g., “Science!” is the skill of “all science.” Wildcard skills include and replace all specific skills within their area. Wildcard skills that cover mainly intellectual pursuits are IQ-based, while those that pertain chiefly to physical actions are DX-based. Such skills have no default; to use them, you must spend points on them. Buy wildcard skills as Very Hard skills, but at triple the usual point cost. Wildcard skills are limited to those with a suitable Unusual Background and Disadvantages. Wildcard skills require GM approval.

Sword! (DX).: Replaces Broadsword, Force Sword, Jitte/Sai, Knife, Main-Gauche, Rapier, Saber, Shortsword, Smallsword, and Two-Handed Sword, as well as related Fast-Draw skills. Use in place of such skills as Acrobatics and Jumping for physical stunts while fighting.

The following optional rules will not be allowed and will not be in effect in the campaign: Accumulated Wounds, Divergent Tech Levels, Last Wounds, Maintaining Skills.

Finally, you might find it helpful to answer some basic questions about the campaign and roleplaying styles, using the answers to develop a more robust gaming experience before the game starts.

• Does anyone object to character death? If not, character death will always be dramatic and cinematic.
• Does anyone object to character secrecy, or openly allowing all other players to view each other’s character sheet’s?
• Does anyone object to limited out of character (OoC) speech? If not, out of character (OoC) speech will be limited to one sentence per point of IQ above 10.
• Does anyone object to penalties for bad roleplaying?
• Does anyone object to GM secrecy?